New Commands:
-Issue Command (Western Lords): Expand Logging around Deepwood Motte. Cost: 150 gold, 1 Influence. Diplomacy DC: 30 Stewardship DC: 25
-1d100+19 = 85. 1d100+17 =38. House Glover was naturally eager to improve their lands, although there were several serious obstacles to doing so. First and foremost were the numerous fey enclaves, all of which you would probably need to negotiate or remove, but again the lack of transportation would be an issue. House Glover also had some fairly unruly vassals. Persuading some Green Men to offer their services to Master Glover helped the first two, and you left him to handle the second as paths are carved through the wood and massive tree trunks dragged down carefully graded slopes. Camps under construction
Continuing Commands:
-Issue Command (Barrow Houses): Send them more gold to help fortify the rivers, 1800 Gold. Diplomacy DC 0, Martial DC 45.
--You are not the only one who anticipates war coming with winter's end. Lord Dustin has not said that in so many words, but he did send you a letter telling you that he would be purchasing equipment and training men, enough to double the amount of armsmen he can rally. And he has poured resources into constructing the defenses you demanded, drawing on family connection to several other houses to receive loans of supplies and labor from House Hornwood and several vassals, using it to complete the defenses in impressive time. All river mouths heavily fortified.
Martial:
-Blood in the Wood: The broken bodies of all manner of malevolent fey carpet the north of the Wolfswood as they rally under some manner of fey nobility to attempt a siege of House Forrester. Between the steel and strength of the Wardens and House Forrester's armsmen and fights among the fey themselves, they were utterly defeated. Afterwards, several among them came forth to offer fealty to the "Great Magnar of Winter's End." Hostile fey defeated, vote will be presented at end of Interlude.
-Gifted Warriors: Fifty wargs kneel before the heart tree, swearing their solemn oaths to serve you and House Stark, surrounded by your loyal guard. Blood is shed by falcon's talons, and fifty drops of it fall onto the ground before the weirwood tree. A sudden breeze blows through the air, the snow on the ground blowing up in a spray, making you close your eyes reflexively. The ground is of blood stains when you open them again. Looking closely, it seems like the roots might have shifted, but you can't tell for sure. It matters not, their oaths were given and you accept them. Fifty strong force of falcon-bonded wargs recruited, thirty healers.
Diplomacy:
-The Most High Holy: Finally the election is done, all the candidates having accepted the judgement of the Most Devout. The new High Septon has taken no name, for such are the demands of the gods. Reading the scroll Willem sent you, you muse that one would think the nameless gods would be more likely to have such a requirement than the Seven. In any case, his first sermon was half conciliatory, speaking of how peace is best for spreading the Light of the Seven and of the wisdom of the Crone, and then it turned into a scourging condemnation of the Ironborn and a demand for all good and honorable people to stand against them. Not bad, you note a couple particularly impressive faces for your own use. A High Septon with favorable attitudes towards you and a very hostile attitude to the Ironborn has been elected.
-Speak with Vassals (Barrow Houses): 1d100+20 = 47. House Dustin wants several things, most notably to be left alone. You have made many demands of them, and while their customary close alliance with House Ryswell and the support of House Hornwood has eased the burden as has your generous contributions to their coffers, Lord Dustin's pride has been sorely tested. Alternatively, you could perhaps formalize his house's position as the Warden of Saltspear or the Warden of the Barrowlands or a similar title. Making Barrowton a city would be eagerly accepted by them as well, although that would anger House Manderly – White Harbor's status as the sole city has given them pride and wealth for many years. House Ryswell, as per usual, mostly follows House Dustin's lead, although showing them honor and respect would not go amiss. House Dustin is annoyed at being asked to do things all the time.
-The Fair Folk. 1d100+20 = 59. You ask Frost some questions, gaining a greater understanding of who the Fair Folk are and how to deal with them. You study old, fearful tales, which don't really tell you anything. You absolutely did not expect to find some strange wine slipped into your drink. Your dreams are…strange that night. Interludes.
Stewardship:
-New Farm Tools: 1d100+20+15= 104. 1d100+4 = 15. You had designed new farm tools like seed drills and some similar useful devices a long time ago, but honestly you had mostly forgotten about it until you went on your industrialization design spree. Once that happened, you started kicking yourself. For your plans to truly work, you would need more people, which means more efficient farming. There's no time to start catching up like the present. The forges are given new parts to design, and iron is hammered into shape and wood cut to make the parts for seed drills. It will take time for you to see improvements from the harvest…Seed drills and other tools being built, action unlocked.
-Plan the Process: 1d100+20 = 58. First, you will need people. That's clear. You have gained a steady trickle of refugees for some time, but that might not be enough. Looking into other possible sources of population would be a good idea. Alternatively, making more improvements to agriculture would free up some farmers for work in factories, or finding potatoes. Finding potatoes would be great. You are also starting to run out of places to put waterwheels. If you build one or two more factories, you will need to start looking into locations outside of Winterton. Similarly, expanding the improved roads west or east will likely be necessary for doing large amounts of trade with the south. It's either that or digging a canal, or perhaps clearing out the rapids on the White Knife. You will also need to make some sort of concession to guilds throughout the north, or there could be political trouble. And this might start you on a path that will displease the Green Men. This is going to be a larger headache then you thought…Actions which will help will be marked with asterisks, new actions unlocked.
Learning:
-Copy Books: 1d100+20 = 53. This is something you have arranged for a few times before, although interest is slowly beginning to dry up. You suspect the Citadel has shifted policy towards this, perhaps requiring individual maesters to pay for books to be copied. Some discussion with your contacts in the Citadel confirms exactly that; they were running out of discretionary money it seems. Irritating, this will become more difficult. Perhaps there is an opportunity though…+200 gold, new action unlocked.
-Spread Knowledge: 1d100+20 = 119. 1d100+19 =21. There are a few things you keep as "state secrets," but the vast majority of technology you have "invented" is written down in detail, and sent by courier to each of your vassals. What happens next is somewhat unexpected, but several of your lords start corresponding with you and each other, trying to improve further. Even the Umbers get involved, which you would not expect, but Lord Umber tells you "There's nothing better to do in Last Hearth, one can only beat your nephew so many times," in one letter. Nothing has come of it yet, but closer ties and attempts at innovation are always useful. Technology spread, vassals are trying to innovate more and discussing possibilities with each other.
Piety:
-Rites of the Wild: Frost returned from Castle Green looking serene, with new rituals. Three of them this time, all related to the fey conveniently enough. He claims to have dreamed of something happening with them in the Wolfswood, and you rather wish he had told about that, you might have been able to save some lives. He insists he had his reasons. You would have like to know what those are too, but Frost insists some secrets are dangerous to even hear and you have to take his word for that, although you do bring him before a heart tree to swear that he was acting in what he felt was your best interest. Only then do you actually look at the rituals he developed. New magic unlocked
-Rites of the Flesh. Once he has shown you the rituals and taught what can be taught to some of the other Green Men present, he leaves again for Castle Green, purchasing various livestock on the way out. Probably for an offering, you have made one or two yourself. Locked 2 seasons.
Intrigue:
-Find the Leader: The Hunters found the leader. He was already dying when they tracked him down, his chest pierced by a steel-tipped arrow that cut right through him, burning away at his flesh as it traveled. A redcap, and a large and old one, which meant is was almost certainly very powerful. They were unable to interrogate it, since it didn't really have lungs anymore and it needed those to talk, but from what they could gather it was the major leader of some sort of faction hostile to the Old Gods and was planning some sort of ritual with "Wood-folks blood" and iron. A big ritual. Leader is found and killed, interrogation less than fruitful.
-Security Procedures. Snow was less than pleased about missing all that excitement for what he considered glorified childcare, but he did it all the same, sending off copies of the procedures (which are fairly basic, mostly about not talking about the tech in front of people who don't work with it and not showing it to people) to your vassals with the letters describing how to make seed drills and such. Security procedures taught.
Personal:
-Family Time: 1d100= 40. It was a holiday, a celebration of midsummer. Even in the coldest depths of winter, it was rare for the weather to be bad on this day, at least at Winterfell, and games and songs and laughter were everywhere one looked. The sun beamed down upon it all as the beer and ale paid for from your coffers were drank freely in the streets of Winterton and the corridors of Winterfell, although the Snowcloaks and the Guard both do not partake. Soon you will join in the festivities, but first you partake in a solemn rite with your whole family. A long-haired auroch is slowly led into the godswood by Eddard and Edwyle, their dark eyes steady. Gently, you take a knife, its edge sharpened till you could shave with it. "May blessings flow from the gods like blood from this offering," you whisper, drawing the knife across its neck. It dies without a sound. You all let out a slow sigh, and for a minute you think the heart tree smiles. The body is taken away as you leave. It will go out to Winterton to be served to those who hunger. As soon as you are done Serena asks Lyanna to play "bear" with her. You and Jeyne smile as she indulges your daughter. Family time goes well, everyone gets along.
-Train Your Children (Martial): 1d100+16+20 = 69. This is frankly embarrassing. Both of the twins are better at strategy and tactics than you! In every wargame they trounce you, Eddard especially. You almost won against Edwyle a couple times, he is bad about watching his flanks. Rather than admit defeat, you change tactics, talking about logistics, trying to emphasize how important it is. The basics at least are easy to comprehend: they can understand how a man without food, weapons, or armor can't fight. They just have trouble figuring out how to supply an army, which is after all fairly difficult. You are teaching them logistics.
I will be editing the info sheets tomorrow.